I've been dealing with a minor issue for a few days. I'd been having issues with consistency in screen scrolling and small screen tears, so I rewrote my game loop based on examples from ra4king and Eli. I'm still seeing small issues, though, and was wondering if I could have a few more pairs of eyes check it out.

I'm not seeing any issues, but the screen isn't scrolling at all, so I have no idea where you would see tears! That, and your little guy doesn't actually move smoothly, so I don't know where you would see any graphical issues. Maybe you can state specifically what the issue is? Sorry!

Well, I tested out the new version and again saw nothing wrong with it, maybe try running it outside of the IDE if you haven't yet? The only think I noticed is that the player sort of floats to a stop after I release the keys, I think it might be intentional though because it happened consistently. But other than that, nope no screen tearing!

No offense, but they make a 1.3 GHz i5? Wow, I never knew, I always thought the i- series was high end strictly. To be honest with you, that's not the best CPU out there, but I doubt it couldn't handle a simple Java2D program. So I guess that's not the issue!

This processor can actually run League at 60fps on medium settings, WoW at 100fps on medium settings, Minecraft on 60 on normal render distance, etc. The low clock speed is to conserve battery life (it's unreal. 12 hours). In short, I'm positive it isn't my processor.

I've always been told using Thread.sleep is bad for games because different computers have slightly different clock speeds, and therefore some computers will sleep for longer while others will sleep for less. I don't think its a huge issue because it shouldn't be that big of a difference, but is it an issue?

Not for Linux and OS X, but it is a problem on Windows, since by default a lower-resolution timer is used for Thread.sleep. The fix for this is shown in the link to the earlier post of mine, by putting this code at the first line in your main method:

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